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Weapon Features

At rank 2, the members of a franchise can add a weapon to their headquarters, choosing from the options in the “Siege Equipment” section of chapter 8 of the Dungeon Master’s Guide. The DM can limit those options or change the details of specific choices, and players can also design unique offensive features, subject to approval by the DM. For example, a walking statue that strikes with a fist could be treated as a ram — or the DM and the players might agree that it would be fun to use some of the effects of Bigby's Hand for such an attack.   Most siege weapons (whether mechanical or magical) require two characters, crew, or skilled hirelings to operate, and such weapons might be slow to reload or recharge. Headquarters weapons are not particularly effective against small bands of creatures (such as a group of goblins), but they can be useful against a single large threat (such as a dragon). If siege weapons are abused by franchisees, they might be targeted by enemies, break down, or require costly maintenance each time they are employed in battle.

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